diff --git a/lua_api.html b/lua_api.html index b395640..9a4ca5a 100644 --- a/lua_api.html +++ b/lua_api.html @@ -3,98 +3,376 @@ title: Minetest Lua Modding API Reference 0.4.11 layout: default --- -

Introduction

- - +

Table of Contents

+
+ +
+

Introduction

Content and functionality can be added to Minetest 0.4 by using Lua scripting in run-time loaded mods.

-

A mod is a self-contained bunch of scripts, textures and other related things that is loaded by and interfaces with Minetest.

-

Mods are contained and ran solely on the server side. Definitions and media files are automatically transferred to the client.

-

If you see a deficiency in the API, feel free to attempt to add the functionality in the engine and API. You can send such improvements as -source code patches to celeron55@gmail.com.

- -

This may not be the most up to date version. See lua_api.txt

- - - -

Programming in Lua

- +source code patches to celeron55@gmail.com.

+

This may not be the most up to date version. See lua_api.txt + More information at http://www.minetest.net/ + Developer Wiki: http://dev.minetest.net/

+

Programming in Lua

If you have any difficulty in understanding this, please read Programming in Lua.

- -

Startup

- +

Startup

Mods are loaded during server startup from the mod load paths by running the init.lua scripts in a shared environment.

- -

Paths

- - +

Games

Games are looked up from:

- -

where gameid is unique to each game.

-

The game directory contains the file game.conf, which contains these fields:

-
name = <Human-readable full name of the game>
 
-

e.g.

-
name = Minetest
 
-

The game directory can contain the file minetest.conf, which will be used to set default settings when running the particular game.

- -

Mod load path

- +

Mod load path

Generic:

- -

In a run-in-place version (e.g. the distributed windows version):

- -

On an installed version on Linux:

- - -

Mod load path for world-specific games

- +

Mod load path for world-specific games

It is possible to include a game in a world; in this case, no mods or games are loaded or checked from anywhere else.

-

This is useful for e.g. adventure worlds.

-

This happens if the following directory exists:

-
$world/game/
 
-

Mods should be then be placed in:

-
$world/game/mods/
 
- -

Modpack support

- +

Modpack support

Mods can be put in a subdirectory, if the parent directory, which otherwise should be a mod, contains a file named modpack.txt. This file shall be empty, except for lines starting with #, which are comments.

- -

Mod directory structure

- +

Mod directory structure

mods
 |-- modname
 |   |-- depends.txt
@@ -159,152 +422,93 @@ empty, except for lines starting with #, which are comments.

| `-- <custom data> `-- another
- -

modname

- +

modname

The location of this directory can be fetched by using minetest.get_modpath(modname).

- -

depends.txt

- +

depends.txt

List of mods that have to be loaded before loading this mod.

-

A single line contains a single modname.

-

Optional dependencies can be defined by appending a question mark to a single modname. Their meaning is that if the specified mod is missing, that does not prevent this mod from being loaded.

- -

screenshot.png

- +

screenshot.png

A screenshot shown in modmanager within mainmenu.

- -

description.txt

- +

description.txt

A File containing description to be shown within mainmenu.

- -

init.lua

- +

init.lua

The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on minetest calling the registered callbacks.

-

minetest.setting_get(name) and minetest.setting_getbool(name) can be used to read custom or existing settings at load time, if necessary.

- -

models

- +

models

Models for entities or meshnodes.

- -

textures, sounds, media

- +

textures, sounds, media

Media files (textures, sounds, whatever) that will be transferred to the client and will be available for use by the mod.

- -

Naming convention for registered textual names

- +

Naming convention for registered textual names

Registered names should generally be in this format:

-
"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
 
-

This is to prevent conflicting names from corrupting maps and is enforced by the mod loader.

- -

Example

- +

Example

In the mod experimental, there is the ideal item/node/entity name tnt. So the name should be experimental:tnt.

-

Enforcement can be overridden by prefixing the name with :. This can be used for overriding the registrations of some other mod.

-

Example: Any mod can redefine experimental:tnt by using the name

-
:experimental:tnt
 
-

when registering it. (also that mod is required to have experimental as a dependency)

-

The : prefix can also be used for maintaining backwards compatibility.

- -

Aliases

- +

Aliases

Aliases can be added by using minetest.register_alias(name, convert_to).

-

This will make Minetest to convert things called name to things called convert_to.

-

This can be used for maintaining backwards compatibility.

-

This can be also used for setting quick access names for things, e.g. if you have an item called epiclylongmodname:stuff, you could do

-
minetest.register_alias("stuff", "epiclylongmodname:stuff")
 
-

and be able to use /giveme stuff.

- -

Textures

- +

Textures

Mods should generally prefix their textures with modname_, e.g. given the mod name foomod, a texture could be called:

-
foomod_foothing.png
 
-

Textures are referred to by their complete name, or alternatively by stripping out the file extension:

- - -

Texture modifiers

- +

Texture modifiers

There are various texture modifiers that can be used to generate textures on-the-fly.

- -

Texture overlaying

- +

Texture overlaying

Textures can be overlaid by putting a ^ between them.

-

Example:

-
default_dirt.png^default_grass_side.png
 
-

default_grass_side.png is overlayed over default_dirt.png.

- -

Texture grouping

- +

Texture grouping

Textures can be grouped together by enclosing them in ( and ).

-

Example: cobble.png^(thing1.png^thing2.png)

-

A texture for thing1.png^thing2.png is created and the resulting texture is overlaid over cobble.png.

- -

Advanced texture modifiers

- -

[crack:<n>:<p>

- +

Advanced texture modifiers

+

[crack:<n>:<p>

-

Draw a step of the crack animation on the texture.

-

Example:

-
default_cobble.png^[crack:10:1
 
- -

[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>

- +

[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>

-

Create a texture of size <w> times <h> and blit <file1> to (<x1>,<y1>) and blit <file2> to (<x2>,<y2>).

-

Example:

-
[combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
 
- -

[brighten

- +

[brighten

Brightens the texture.

-

Example:

-
tnt_tnt_side.png^[brighten
 
- -

[noalpha

- +

[noalpha

Makes the texture completely opaque.

-

Example:

-
default_leaves.png^[noalpha
 
- -

[makealpha:<r>,<g>,<b>

- +

[makealpha:<r>,<g>,<b>

Convert one color to transparency.

-

Example:

-
default_cobble.png^[makealpha:128,128,128
 
- -

[transform<t>

- +

[transform<t>

-

Rotates and/or flips the image.

-

<t> can be a number (between 0 and 7) or a transform name. Rotations are counter-clockwise.

-
0  I      identity
 1  R90    rotate by 90 degrees
 2  R180   rotate by 180 degrees
@@ -368,80 +552,50 @@ Rotations are counter-clockwise.

6 FY flip Y 7 FYR90 flip Y then rotate by 90 degrees
-

Example:

-
default_stone.png^[transformFXR90
 
- -

[inventorycube{<top>{<left>{<right>

- +

[inventorycube{<top>{<left>{<right>

^ is replaced by & in texture names.

-

Create an inventory cube texture using the side textures.

-

Example:

-
[inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
 
-

Creates an inventorycube with grass.png, dirt.png^grass_side.png and dirt.png^grass_side.png textures

- -

[lowpart:<percent>:<file>

- +

[lowpart:<percent>:<file>

Blit the lower <percent>% part of <file> on the texture.

-

Example:

-
base.png^[lowpart:25:overlay.png
 
- -

[verticalframe:<t>:<n>

- +

[verticalframe:<t>:<n>

-

Crops the texture to a frame of a vertical animation.

-

Example:

-
default_torch_animated.png^[verticalframe:16:8
 
- -

[mask:<file>

- +

[mask:<file>

Apply a mask to the base image.

-

The mask is applied using binary AND.

- -

[colorize:<color>

- +

[colorize:<color>

Colorize the textures with the given color. <color> is specified as a ColorString.

- -

Sounds

- +

Sounds

Only Ogg Vorbis files are supported.

-

For positional playing of sounds, only single-channel (mono) files are supported. Otherwise OpenAL will play them non-positionally.

-

Mods should generally prefix their sounds with modname_, e.g. given the mod name "foomod", a sound could be called:

-
foomod_foosound.ogg
 
-

Sounds are referred to by their name with a dot, a single digit and the file extension stripped out. When a sound is played, the actual sound file is chosen randomly from the matching sounds.

-

When playing the sound foomod_foosound, the sound is chosen randomly from the available ones of the following files:

- -

Examples of sound parameter tables:

-
-- Play location-less on all clients
 {
     gain = 1.0, -- default
@@ -475,9 +627,7 @@ from the available ones of the following files:

loop = true, -- only sounds connected to objects can be looped }
- -

SimpleSoundSpec

- +

SimpleSoundSpec

- -

Registered definitions of stuff

- +

Registered definitions of stuff

Anything added using certain minetest.register_* functions get added to the global minetest.registered_* tables.

- + +
  • +

    minetest.register_node(name, node definition)

  • -
  • minetest.register_tool(name, item definition)

    - -
  • -
  • minetest.register_craftitem(name, item definition)

    - -
  • - + +
  • +

    minetest.register_tool(name, item definition)

    + +
  • +
  • +

    minetest.register_craftitem(name, item definition)

    + +
  • +

    Note that in some cases you will stumble upon things that are not contained in these tables (e.g. when a mod has been removed). Always check for existence before trying to access the fields.

    -

    Example: If you want to check the drawtype of a node, you could do:

    -
    local function get_nodedef_field(nodename, fieldname)
         if not minetest.registered_nodes[nodename] then
             return nil
    @@ -529,9 +677,7 @@ existence before trying to access the fields.

    end local drawtype = get_nodedef_field(nodename, "drawtype")
    -

    Example: minetest.get_item_group(name, group) has been implemented as:

    -
    function minetest.get_item_group(name, group)
         if not minetest.registered_items[name] or not
                 minetest.registered_items[name].groups[group] then
    @@ -540,42 +686,29 @@ local drawtype = get_nodedef_field(nodename, "drawtype")
         return minetest.registered_items[name].groups[group]
     end
     
    - -

    Nodes

    - +

    Nodes

    Nodes are the bulk data of the world: cubes and other things that take the space of a cube. Huge amounts of them are handled efficiently, but they are quite static.

    -

    The definition of a node is stored and can be accessed by name in

    -
    minetest.registered_nodes[node.name]
     
    -

    See "Registered definitions of stuff".

    -

    Nodes are passed by value between Lua and the engine. They are represented by a table:

    -
    {name="name", param1=num, param2=num}
     
    -

    param1 and param2 are 8-bit integers. The engine uses them for certain automated functions. If you don't use these functions, you can use them to store arbitrary values.

    -

    The functions of param1 and param2 are determined by certain fields in the node definition:

    -

    param1 is reserved for the engine when paramtype != "none":

    -
    paramtype = "light"
     ^ The value stores light with and without sun in it's
       upper and lower 4 bits.
     
    -

    param2 is reserved for the engine when any of these are used:

    -
    liquidtype == "flowing"
     ^ The level and some flags of the liquid is stored in param2
     drawtype == "flowingliquid"
    @@ -603,15 +736,10 @@ collision_box = {
       will be the same as nodeboxes, in case of any other nodes will be full cube
       as in the example above.
     
    -

    Nodes can also contain extra data. See "Node Metadata".

    - -

    Node drawtypes

    - +

    Node drawtypes

    There are a bunch of different looking node types.

    -

    Look for examples in games/minimal or games/minetest_game.

    - -

    *_optional drawtypes need less rendering time if deactivated (always client side).

    - -

    Node boxes

    - +

    Node boxes

    Node selection boxes are defined using "node boxes"

    -

    The nodebox node drawtype allows defining visual of nodes consisting of arbitrary number of boxes. It allows defining stuff like stairs. Only the fixed and leveled box type is supported for these.

    -

    Please note that this is still experimental, and may be incompatibly changed in the future.

    -

    A nodebox is defined as any of:

    -
    {
         -- A normal cube; the default in most things
         type = "regular"
    @@ -665,94 +786,55 @@ changed in the future.

    wall_side = box }
    -

    A box is defined as:

    -
    {x1, y1, z1, x2, y2, z2}
     
    -

    A box of a regular node would look like:

    -
    {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
     
    -

    type = "leveled" is same as type = "fixed", but y2 will be automatically set to level from param2.

    - -

    Meshes

    - +

    Meshes

    If drawtype mesh is used, tiles should hold model materials textures. Only static meshes are implemented. For supported model formats see Irrlicht engine documentation.

    - -

    Noise Parameters

    - +

    Noise Parameters

    Noise Parameters, or commonly called "NoiseParams", define the properties of perlin noise.

    - -

    offset

    - +

    offset

    Offset that the noise is translated by (i.e. added) after calculation.

    - -

    scale

    - +

    scale

    Factor that the noise is scaled by (i.e. multiplied) after calculation.

    - -

    spread

    - +

    spread

    Vector containing values by which each coordinate is divided by before calculation. Higher spread values result in larger noise features.

    -

    A value of {x=250, y=250, z=250} is common.

    - -

    seed

    - +

    seed

    Random seed for the noise. Add the world seed to a seed offset for world-unique noise. In the case of minetest.get_perlin(), this value has the world seed automatically added.

    - -

    octaves

    - +

    octaves

    Number of times the noise gradient is accumulated into the noise.

    -

    Increase this number to increase the amount of detail in the resulting noise.

    -

    A value of 6 is common.

    - -

    persistence

    - +

    persistence

    Factor by which the effect of the noise gradient function changes with each successive octave.

    -

    Values less than 1 make the details of successive octaves' noise diminish, while values greater than 1 make successive octaves stronger.

    -

    A value of 0.6 is common.

    - -

    lacunarity

    - +

    lacunarity

    Factor by which the noise feature sizes change with each successive octave.

    -

    A value of 2.0 is common.

    - -

    flags

    - +

    flags

    Leave this field unset for no special handling.

    -

    Currently supported are defaults, eased and absvalue.

    - -

    defaults

    - +

    defaults

    Specify this if you would like to keep auto-selection of eased/not-eased while specifying some other flags.

    - -

    eased

    - +

    eased

    Maps noise gradient values onto a quintic S-curve before performing interpolation. This results in smooth, rolling noise. Disable this (noeased) for sharp-looking noise. If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.

    - -

    absvalue

    - +

    absvalue

    Accumulates the absolute value of each noise gradient result.

    -

    Noise parameters format example for 2D or 3D perlin noise or perlin noise maps: np_terrain = { offset = 0, @@ -766,362 +848,240 @@ If no flags are specified (or defaults is), 2D noise is eased and 3D noise is no } ^ A single noise parameter table can be used to get 2D or 3D noise, when getting 2D noise spread.z is ignored.

    - -

    Ore types

    - +

    Ore types

    These tell in what manner the ore is generated.

    -

    All default ores are of the uniformly-distributed scatter type.

    - -

    scatter

    - +

    scatter

    Randomly chooses a location and generates a cluster of ore.

    -

    If noise_params is specified, the ore will be placed if the 3D perlin noise at that point is greater than the noise_threshold, giving the ability to create a non-equal distribution of ore.

    - -

    sheet

    - +

    sheet

    Creates a sheet of ore in a blob shape according to the 2D perlin noise described by noise_params. The relative height of the sheet can be controlled by the same perlin noise as well, by specifying a non-zero scale parameter in noise_params.

    -

    IMPORTANT: The noise is not transformed by offset or scale when comparing against the noise threshold, but scale is used to determine relative height. The height of the blob is randomly scattered, with a maximum height of clust_size.

    -

    clust_scarcity and clust_num_ores are ignored.

    -

    This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.

    - -

    claylike -- not yet implemented

    - +

    claylike -- not yet implemented

    Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann neighborhood of clust_size radius.

    - -

    Ore attributes

    - +

    Ore attributes

    See section "Flag Specifier Format".

    -

    Currently supported flags: absheight

    - -

    absheight

    - +

    absheight

    Also produce this same ore between the height range of -height_max and -height_min.

    -

    Useful for having ore in sky realms without having to duplicate ore entries.

    - -

    Decoration types

    - +

    Decoration types

    The varying types of decorations that can be placed.

    -

    The default value is simple, and is currently the only type supported.

    - -

    simple

    - +

    simple

    Creates a 1 times H times 1 column of a specified node (or a random node from a list, if a decoration list is specified). Can specify a certain node it must spawn next to, such as water or lava, for example. Can also generate a decoration of random height between a specified lower and upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri, and so on.

    - -

    schematic

    - +

    schematic

    Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a probability of a node randomly appearing when placed. This decoration type is intended to be used for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.

    - -

    Schematic specifier

    - +

    Schematic specifier

    A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts) or through raw data supplied through Lua, in the form of a table. This table must specify two fields:

    - -

    Important: The default value for param1 in MapNodes here is 255, which represents "always place".

    -

    In the bulk MapNode data, param1, instead of the typical light values, instead represents the probability of that node appearing in the structure.

    -

    When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:

    - -

    Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.

    - -

    Schematic attributes

    - +

    Schematic attributes

    See section "Flag Specifier Format".

    -

    Currently supported flags: place_center_x, place_center_y, place_center_z.

    - - -

    HUD element types

    - +

    HUD element types

    The position field is used for all element types.

    -

    To account for differing resolutions, the position coordinates are the percentage of the screen, ranging in value from 0 to 1.

    -

    The name field is not yet used, but should contain a description of what the HUD element represents. The direction field is the direction in which something is drawn.

    -

    0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.

    -

    The alignment field specifies how the item will be aligned. It ranges from -1 to 1, with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional values can be used.

    -

    The offset field specifies a pixel offset from the position. Contrary to position, the offset is not scaled to screen size. This allows for some precisely-positioned items in the HUD.

    -

    Note: offset will adapt to screen DPI as well as user defined scaling factor!

    -

    Below are the specific uses for fields in each type; fields not listed for that type are ignored.

    -

    Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.

    - -

    image

    - +

    image

    Displays an image on the HUD.

    - - -

    text

    - +

    text

    Displays text on the HUD.

    - - -

    statbar

    - +

    statbar

    Displays a horizontal bar made up of half-images.

    - - -

    inventory

    - +

    inventory

    - -

    waypoint

    - +

    waypoint

    Displays distance to selected world position.

    - - -

    Representations of simple things

    - -

    Position/vector

    - +

    Representations of simple things

    +

    Position/vector

    {x=num, y=num, z=num}
     
    -

    For helper functions see "Vector helpers".

    - -

    pointed_thing

    - +

    pointed_thing

    - -

    Flag Specifier Format

    - +

    Flag Specifier Format

    Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.

    -

    The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored. Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly clears the flag from whatever the default may be.

    -

    In addition to the standard string flag format, the schematic flags field can also be a table of flag names to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.

    -

    E.g. A flag field of value

    -
    {place_center_x = true, place_center_y=false, place_center_z=true}
     
    -

    is equivalent to

    -
    {place_center_x = true, noplace_center_y=true, place_center_z=true}
     
    -

    which is equivalent to

    -
    "place_center_x, noplace_center_y, place_center_z"
     
    -

    or even

    -
    "place_center_x, place_center_z"
     
    -

    since, by default, no schematic attributes are set.

    - -

    Items

    - -

    Item types

    - +

    Items

    +

    Item types

    There are three kinds of items: nodes, tools and craftitems.

    - - -

    Item formats

    - +

    Item formats

    Items and item stacks can exist in three formats: Serializes, table format and ItemStack.

    - -

    Serialized

    - +

    Serialized

    This is called "stackstring" or "itemstring":

    - - -

    Table format

    - +

    Table format

    Examples:

    -

    5 dirt nodes:

    -
    {name="default:dirt", count=5, wear=0, metadata=""}
     
    -

    A wooden pick about 1/3 worn out:

    -
    {name="default:pick_wood", count=1, wear=21323, metadata=""}
     
    -

    An apple:

    -
    {name="default:apple", count=1, wear=0, metadata=""}
     
    - -

    ItemStack

    - +

    ItemStack

    A native C++ format with many helper methods. Useful for converting between formats. See the Class reference section for details.

    -

    When an item must be passed to a function, it can usually be in any of these formats.

    - -

    Groups

    - +

    Groups

    In a number of places, there is a group table. Groups define the properties of a thing (item, node, armor of entity, capabilities of tool) in such a way that the engine and other mods can can interact with the thing without actually knowing what the thing is.

    - -

    Usage

    - +

    Usage

    Groups are stored in a table, having the group names with keys and the group ratings as values. For example:

    -
    groups = {crumbly=3, soil=1}
     -- ^ Default dirt
     
     groups = {crumbly=2, soil=1, level=2, outerspace=1}
     -- ^ A more special dirt-kind of thing
     
    -

    Groups always have a rating associated with them. If there is no useful meaning for a rating for an enabled group, it shall be 1.

    -

    When not defined, the rating of a group defaults to 0. Thus when you read groups, you must interpret nil and 0 as the same value, 0.

    -

    You can read the rating of a group for an item or a node by using

    -
    minetest.get_item_group(itemname, groupname)
     
    - -

    Groups of items

    - +

    Groups of items

    Groups of items can define what kind of an item it is (e.g. wool).

    - -

    Groups of nodes

    - +

    Groups of nodes

    In addition to the general item things, groups are used to define whether a node is destroyable and how long it takes to destroy by a tool.

    - -

    Groups of entities

    - +

    Groups of entities

    For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by tools with this damage group. See "Entity damage mechanism".

    -
    object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
     object.set_armor_groups({fleshy=30, cracky=80})
     
    - -

    Groups of tools

    - +

    Groups of tools

    Groups in tools define which groups of nodes and entities they are effective towards.

    - -

    Groups in crafting recipes

    - +

    Groups in crafting recipes

    An example: Make meat soup from any meat, any water and any bowl:

    -
    {
         output = 'food:meat_soup_raw',
         recipe = {
    @@ -1132,160 +1092,127 @@ effective towards.

    -- preserve = {'group:bowl'}, -- Not implemented yet (TODO) }
    -

    Another example: Make red wool from white wool and red dye:

    -
    {
         type = 'shapeless',
         output = 'wool:red',
         recipe = {'wool:white', 'group:dye,basecolor_red'},
     }
     
    - -

    Special groups

    - +

    Special groups

    - -

    Known damage and digging time defining groups

    - +

    Known damage and digging time defining groups

    - -

    Examples of custom groups

    - +

    Examples of custom groups

    Item groups are often used for defining, well, groups of items. -* meat: any meat-kind of a thing (rating might define the size or healing + meat: any meat-kind of a thing (rating might define the size or healing ability or be irrelevant -- it is not defined as of yet) -* eatable: anything that can be eaten. Rating might define HP gain in half + eatable: anything that can be eaten. Rating might define HP gain in half hearts. -* flammable: can be set on fire. Rating might define the intensity of the + flammable: can be set on fire. Rating might define the intensity of the fire, affecting e.g. the speed of the spreading of an open fire. -* wool: any wool (any origin, any color) -* metal: any metal -* weapon: any weapon + wool: any wool (any origin, any color) + metal: any metal + weapon: any weapon * heavy: anything considerably heavy

    - -

    Digging time calculation specifics

    - +

    Digging time calculation specifics

    Groups such as crumbly, cracky and snappy are used for this purpose. Rating is 1, 2 or 3. A higher rating for such a group implies faster digging time.

    -

    The level group is used to limit the toughness of nodes a tool can dig and to scale the digging times / damage to a greater extent.

    -

    Please do understand this, otherwise you cannot use the system to it's full potential.

    -

    Tools define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with tools.

    - -

    Tools definition

    - +

    Tools definition

    Tools define:

    - +

    Full punch interval

    When used as a weapon, the tool will do full damage if this time is spent between punches. If e.g. half the time is spent, the tool will do half damage.

    - -

    Maximum drop level

    - +

    Maximum drop level

    Suggests the maximum level of node, when dug with the tool, that will drop it's useful item. (e.g. iron ore to drop a lump of iron).

    -

    This is not automated; it is the responsibility of the node definition to implement this.

    - -

    Uses

    - +

    Uses

    Determines how many uses the tool has when it is used for digging a node, of this group, of the maximum level. For lower leveled nodes, the use count is multiplied by 3^leveldiff.

    - - -

    Maximum level

    - +

    Maximum level

    Tells what is the maximum level of a node of this group that the tool will be able to dig.

    - -

    Digging times

    - +

    Digging times

    List of digging times for different ratings of the group, for nodes of the maximum level.

    -

    For example, as a Lua table, times={2=2.00, 3=0.70}. This would result in the tool to be able to dig nodes that have a rating of 2 or 3 for this group, and unable to dig the rating 1, which is the toughest. Unless there is a matching group that enables digging otherwise.

    - -

    Damage groups

    - +

    Damage groups

    List of damage for groups of entities. See "Entity damage mechanism".

    - -

    Example definition of the capabilities of a tool

    - +

    Example definition of the capabilities of a tool

    tool_capabilities = {
         full_punch_interval=1.5,
         max_drop_level=1,
    @@ -1295,16 +1222,12 @@ Unless there is a matching group that enables digging otherwise.

    damage_groups = {fleshy=2}, }
    -

    This makes the tool be able to dig nodes that fulfil both of these:

    - -

    Table of resulting digging times:

    -
    crumbly        0     1     2     3     4  <- level
          ->  0     -     -     -     -     -
              1  0.80  1.60  1.60     -     -
    @@ -1313,28 +1236,21 @@ Unless there is a matching group that enables digging otherwise.

    level diff: 2 1 0 -1 -2
    -

    Table of resulting tool uses:

    -
    ->  0     -     -     -     -     -
         1   180    60    20     -     -
         2   180    60    20     -     -
         3   180    60    20     -     -
     
    -

    Notes:

    - - -

    Entity damage mechanism

    - +

    Entity damage mechanism

    Damage calculation:

    -
    damage = 0
     foreach group in cap.damage_groups:
         damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
    @@ -1342,64 +1258,48 @@ foreach group in cap.damage_groups:
             -- Where object.armor_groups[group] is 0 for inexistent values
     return damage
     
    -

    Client predicts damage based on damage groups. Because of this, it is able to give an immediate response when an entity is damaged or dies; the response is pre-defined somehow (e.g. by defining a sprite animation) (not implemented; TODO). Currently a smoke puff will appear when an entity dies.

    -

    The group immortal completely disables normal damage.

    -

    Entities can define a special armor group, which is punch_operable. This group disables the regular damage mechanism for players punching it by hand or a non-tool item, so that it can do something else than take damage.

    -

    On the Lua side, every punch calls:

    -
    entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
     
    -

    This should never be called directly, because damage is usually not handled by the entity itself.

    - -

    To punch an entity/object in Lua, call:

    -
    object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
     
    - - -

    Node Metadata

    - +

    Node Metadata

    The instance of a node in the world normally only contains the three values mentioned in "Nodes". However, it is possible to insert extra data into a node. It is called "node metadata"; See "NodeMetaRef".

    -

    Metadata contains two things: -* A key-value store -* An inventory

    - + A key-value store + An inventory

    Some of the values in the key-value store are handled specially: -* formspec: Defines a right-click inventory menu. See "Formspec". -* infotext: Text shown on the screen when the node is pointed at

    - + formspec: Defines a right-click inventory menu. See "Formspec". + infotext: Text shown on the screen when the node is pointed at

    Example stuff:

    -
    local meta = minetest.get_meta(pos)
     meta:set_string("formspec",
             "size[8,9]"..
    @@ -1424,81 +1324,58 @@ meta:from_table({
         }
     })
     
    - -

    Formspec

    - +

    Formspec

    Formspec defines a menu. Currently not much else than inventories are supported. It is a string, with a somewhat strange format.

    -

    Spaces and newlines can be inserted between the blocks, as is used in the examples.

    - -

    Examples

    - -

    Chest

    - +

    Examples

    +

    Chest

    size[8,9]
     list[context;main;0,0;8,4;]
     list[current_player;main;0,5;8,4;]
     
    - -

    Furnace

    - +

    Furnace

    size[8,9]
     list[context;fuel;2,3;1,1;]
     list[context;src;2,1;1,1;]
     list[context;dst;5,1;2,2;]
     list[current_player;main;0,5;8,4;]
     
    - -

    Minecraft-like player inventory

    - +

    Minecraft-like player inventory

    size[8,7.5]
     image[1,0.6;1,2;player.png]
     list[current_player;main;0,3.5;8,4;]
     list[current_player;craft;3,0;3,3;]
     list[current_player;craftpreview;7,1;1,1;]
     
    - -

    Elements

    - -

    size[<W>,<H>,<fixed_size>]

    - +

    Elements

    +

    size[<W>,<H>,<fixed_size>]

    - -

    list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]

    - +

    list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]

    - -

    list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]

    - +

    list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]

    - -

    listcolors[<slot_bg_normal>;<slot_bg_hover>]

    - +

    listcolors[<slot_bg_normal>;<slot_bg_hover>]

    - -

    listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]

    - +

    listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]

    - -

    listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]

    - +

    listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]

    - -

    tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]

    - +

    tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]

    - -

    image[<X>,<Y>;<W>,<H>;<texture name>]

    - +

    image[<X>,<Y>;<W>,<H>;<texture name>]

    - -

    item_image[<X>,<Y>;<W>,<H>;<item name>]

    - +

    item_image[<X>,<Y>;<W>,<H>;<item name>]

    - -

    bgcolor[<color>;<fullscreen>]

    - +

    bgcolor[<color>;<fullscreen>]

    - -

    background[<X>,<Y>;<W>,<H>;<texture name>]

    - +

    background[<X>,<Y>;<W>,<H>;<texture name>]

    - -

    background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]

    - +

    background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]

    - -

    pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]

    - +

    pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]

    - -

    field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]

    - +

    field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]

    +

    field[<name>;<label>;<default>]

    - -

    textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]

    - +

    textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]

    - -

    label[<X>,<Y>;<label>]

    - +

    label[<X>,<Y>;<label>]

    - -

    vertlabel[<X>,<Y>;<label>]

    - +

    vertlabel[<X>,<Y>;<label>]

    - -

    button[<X>,<Y>;<W>,<H>;<name>;<label>]

    - +

    button[<X>,<Y>;<W>,<H>;<name>;<label>]

    - -

    image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]

    - +

    image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]

    - -

    image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]

    - +

    image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]

    - -

    item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]

    - +

    item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]

    - -

    button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]

    - +

    button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]

    - -

    image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]

    - +

    image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]

    - -

    textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]

    - +

    textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]

    +

    textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]

    - -

    tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]

    - +

    tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]

    - -

    box[<X>,<Y>;<W>,<H>;<color>]

    - +

    box[<X>,<Y>;<W>,<H>;<color>]

    - -

    dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]

    - + - -

    checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]

    - +

    checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]

    - -

    scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]

    - +

    scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]

    - -

    table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]

    - +

    table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]

    - -

    tableoptions[<opt 1>;<opt 2>;...]

    - +

    tableoptions[<opt 1>;<opt 2>;...]

    +

    tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]

    -

    Note: do not use a element name starting with key_; those names are reserved to pass key press events to formspec!

    - -

    Inventory locations

    - +

    Inventory locations

    - -

    ColorString

    - +

    ColorString

    #RGB defines a color in hexadecimal format.

    -

    #RGBA defines a color in hexadecimal format and alpha channel.

    -

    #RRGGBB defines a color in hexadecimal format.

    -

    #RRGGBBAA defines a color in hexadecimal format and alpha channel.

    -

    Named colors are also supported and are equivalent to CSS Color Module Level 4. To specify the value of the alpha channel, append #AA to the end of the color name (e.g. colorname#08). For named colors the hexadecimal string representing the alpha value must (always) be two hexadecimal digits.

    - -

    Vector helpers

    - +

    Vector helpers

    + +
  • +

    vector.direction(p1, p2): returns a vector

    +
  • vector.distance(p1, p2): returns a number
  • vector.length(v): returns a number
  • vector.normalize(v): returns a vector
  • @@ -1893,107 +1706,98 @@ value must (always) be two hexadecimal digits.

  • vector.apply(v, func): returns a vector
  • vector.equals(v1, v2): returns a boolean
  • -

    For the following functions x can be either a vector or a number:

    - - -

    Helper functions

    - - +

    minetest namespace reference

    +

    Utilities

    Example of minetest.get_player_information return value:

    -
    {
         address = "127.0.0.1",     -- IP address of client
         ip_version = 4,            -- IPv4 / IPv6
    @@ -2016,25 +1820,20 @@ Optional: Also returns 0 when the absolute value is within the tole
         --state = "Active"           -- current client state
     }
     
    - -

    Logging

    - - +

    Registration functions

    Call these functions only at load time!

    - +

    Global callback registration functions

    Call these functions only at load time!

    - - +

    Other registration functions

    + - -

    Authentication

    - - -

    minetest.set_player_password, minetest_set_player_privs, minetest_get_player_privs and minetest.auth_reload call the authetification handler.

    - -

    Chat

    - +

    Chat

    - -

    Environment access

    - +

    Environment access

    + +
  • +

    minetest.place_node(pos, node)

  • -
  • minetest.dig_node(pos) - +
  • +
  • minetest.dig_node(pos)
  • -
  • minetest.punch_node(pos)

    - + +
  • +
  • +

    minetest.punch_node(pos)

  • -
  • minetest.get_meta(pos)

    - + +
  • +
  • +

    minetest.get_meta(pos)

  • -
  • minetest.get_node_timer(pos)

    - + +
  • +
  • +

    minetest.get_node_timer(pos)

  • -
  • minetest.add_entity(pos, name): Spawn Lua-defined entity at position

    - + +
  • +
  • +

    minetest.add_entity(pos, name): Spawn Lua-defined entity at position

  • -
  • minetest.add_item(pos, item): Spawn item - +
  • +
  • minetest.add_item(pos, item): Spawn item
  • + +
  • minetest.get_player_by_name(name): Get an ObjectRef to a player
  • minetest.get_objects_inside_radius(pos, radius)
  • -
  • minetest.set_timeofday(val) - +
  • minetest.get_timeofday()
  • minetest.get_gametime(): returns the time, in seconds, since the world was created
  • -
  • minetest.find_node_near(pos, radius, nodenames): returns pos or nil - +
  • minetest.get_perlin(noiseparams)
  • -
  • minetest.get_perlin(seeddiff, octaves, persistence, scale) -
  • -
  • minetest.get_mapgen_object(objectname) - - -

    Inventory

    - +
  • + +

    Inventory

    minetest.get_inventory(location): returns an InvRef

    - - +

    Defaults for the on_* item definition functions

    These functions return the leftover itemstack.

    - - - -

    Timing

    - - +

    Server

    - -

    Bans

    - +

    Bans

    - -

    Particles

    - +

    Particles

    + +
  • +

    minetest.add_particlespawner(particlespawner definition)

  • -
  • `minetest.delete_particlespawner(id, player)``

    - + minpos, maxpos, + minvel, maxvel, + minacc, maxacc, + minexptime, maxexptime, + minsize, maxsize, + collisiondetection, texture, playername)
  • + + +
  • +

    `minetest.delete_particlespawner(id, player)``

  • - -

    Schematics

    - + + +

    Schematics

    + +
  • +

    minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)

  • + ignore are replaced by the schematic - -

    Misc.

    - + + +

    Misc.

    + + + +
  • +

    minetest.rotate_node(itemstack, placer, pointed_thing)

  • -
  • minetest.forceload_block(pos)

    - + the creative mode setting, and checks for "sneak" to set the invert_wall + parameter.
  • + + +
  • +

    minetest.forceload_block(pos)

  • -
  • minetest.forceload_free_block(pos)

    - + +
  • +
  • +

    minetest.forceload_free_block(pos)

  • - + +

    Please note that forceloaded areas are saved when the server restarts.

    - -

    Global objects

    - - - -

    Global tables

    - - +

    Class reference

    +

    NodeMetaRef

    Node metadata: reference extra data and functionality stored in a node. Can be gotten via minetest.get_meta(pos).

    - -

    Methods

    - +

    Methods

    +

    NoteTimerRef

    Node Timers: a high resolution persistent per-node timer. Can be gotten via minetest.get_node_timer(pos).

    - -

    Methods

    - - +

    ObjectRef

    Moving things in the game are generally these.

    -

    This is basically a reference to a C++ ServerActiveObject

    - -

    Methods

    - +

    Methods

    - -
    LuaEntitySAO-only (no-op for other objects)
    - +
    LuaEntitySAO-only (no-op for other objects)
    - -
    Player-only (no-op for other objects)
    - +
    Player-only (no-op for other objects)
    +

    InvRef

    An InvRef is a reference to an inventory.

    - -

    Methods

    - +

    Methods

    +

    ItemStack

    An ItemStack is a stack of items.

    -

    It can be created via ItemStack(x), where x is an ItemStack, an itemstring, a table or nil.

    - -

    Methods

    - +

    Methods

    +

    PseudoRandom

    A pseudorandom number generator.

    -

    It can be created via PseudoRandom(seed).

    - -

    Methods

    - +

    Methods

    +

    PerlinNoise

    A perlin noise generator. It can be created via PerlinNoise(seed, octaves, persistence, scale) or PerlinNoise(noiseparams). Alternatively with minetest.get_perlin(seeddiff, octaves, persistence, scale) or minetest.get_perlin(noiseparams).

    - -

    Methods

    - +

    Methods

    - -

    PerlinNoiseMap

    - +

    PerlinNoiseMap

    A fast, bulk perlin noise generator.

    -

    It can be created via PerlinNoiseMap(noiseparams, size) or minetest.get_perlin_map(noiseparams, size).

    -

    Format of size is {x=dimx, y=dimy, z=dimz}. The z conponent is ommitted for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise nil is returned).

    - -

    Methods

    - +

    Methods

    - -

    VoxelManip

    - +

    VoxelManip

    An interface to the MapVoxelManipulator for Lua.

    -

    It can be created via VoxelManip() or minetest.get_voxel_manip().

    - -

    Methods

    - - - -

    VoxelArea

    - +

    VoxelArea

    A helper class for voxel areas. It can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}. The coordinates are inclusive, like most other things in Minetest.

    - -

    Methods

    - +

    Methods

    - -

    Settings

    - +

    Settings

    An interface to read config files in the format of minetest.conf.

    -

    It can be created via Settings(filename).

    - -

    Methods

    - +

    Methods

    - -

    Mapgen objects

    - +

    Mapgen objects

    A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or get_mapgen_object() was called outside of an on_generate() callback, nil is returned.

    -

    The following Mapgen objects are currently available:

    - -

    voxelmanip

    - +

    voxelmanip

    This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that order. All mapgens support this object.

    - -

    heightmap

    - +

    heightmap

    Returns an array containing the y coordinates of the ground levels of nodes in the most recently generated chunk by the current mapgen.

    - -

    biomemap

    - +

    biomemap

    Returns an array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen.

    - -

    heatmap

    - +

    heatmap

    Returns an array containing the temperature values of nodes in the most recently generated chunk by the current mapgen.

    - -

    humiditymap

    - +

    humiditymap

    Returns an array containing the humidity values of nodes in the most recently generated chunk by the current mapgen.

    - -

    gennotify

    - +

    gennotify

    Returns a table mapping requested generation notification types to arrays of positions at which the corresponding generated structures are located at within the current chunk. To set the capture of positions of interest to be recorded on generate, use minetest.set_gen_notify().

    -

    Possible fields of the table returned are:

    - -

    Decorations have a key in the format of "decoration#id", where id is the numeric unique decoration ID.

    - -

    Registered entities

    - - +

    L-system trees

    +

    Tree definition

    treedef={
         axiom,         --string  initial tree axiom
         rules_a,       --string  rules set A
    @@ -3517,9 +3199,7 @@ the object is instantiated the next time.
         seed,          --num     random seed; if no seed is provided, the engine will create one
     }
     
    - -

    Key for Special L-System Symbols used in Axioms

    - +

    Key for Special L-System Symbols used in Axioms

    - -

    Example

    - +

    Example

    Spawn a small apple tree:

    -
    pos = {x=230,y=20,z=4}
     apple_tree={
         axiom="FFFFFAFFBF",
    @@ -3565,11 +3242,8 @@ apple_tree={
     }
     minetest.spawn_tree(pos,apple_tree)
     
    - -

    Definition tables

    - -

    Object Properties

    - +

    Definition tables

    +

    Object Properties

    {
         hp_max = 1,
         physical = true,
    @@ -3591,9 +3265,7 @@ minetest.spawn_tree(pos,apple_tree)
     --  ^ automatically set yaw to movement direction; offset in degrees; false to disable
     }
     
    - -

    Entity definition (register_entity)

    - +

    Entity definition (register_entity)

    {
     --  Deprecated: Everything in object properties is read directly from here
     
    @@ -3611,9 +3283,7 @@ minetest.spawn_tree(pos,apple_tree)
         myvariable = whatever,
     }
     
    - -

    ABM (ActiveBlockModifier) definition (register_abm)

    - +

    ABM (ActiveBlockModifier) definition (register_abm)

    {
     --  In the following two fields, also group:groupname will work.
         nodenames = {"default:lava_source"},
    @@ -3624,9 +3294,7 @@ minetest.spawn_tree(pos,apple_tree)
         action = func(pos, node, active_object_count, active_object_count_wider),
     }
     
    - -

    Item definition (register_node, register_craftitem, register_tool)

    - +

    Item definition (register_node, register_craftitem, register_tool)

    {
         description = "Steel Axe",
         groups = {}, -- key=name, value=rating; rating=1..3.
    @@ -3694,30 +3362,24 @@ minetest.spawn_tree(pos,apple_tree)
         ]]
     }
     
    - -

    Tile definition

    - +

    Tile definition

    +

    Tile animation definition

    - -

    Node definition (register_node)

    - +

    Node definition (register_node)

    {
         -- <all fields allowed in item definitions>,
     
    @@ -3857,9 +3519,7 @@ minetest.spawn_tree(pos,apple_tree)
           removing the node ]]
     }
     
    - -

    Recipe for register_craft (shaped)

    - +

    Recipe for register_craft (shaped)

    {
         output = 'default:pick_stone',
         recipe = {
    @@ -3871,9 +3531,7 @@ minetest.spawn_tree(pos,apple_tree)
                         replace one input item with another item on crafting>]]
     }
     
    - -

    Recipe for register_craft (shapeless)

    - +

    Recipe for register_craft (shapeless)

    {
        type = "shapeless",
        output = 'mushrooms:mushroom_stew',
    @@ -3885,19 +3543,14 @@ minetest.spawn_tree(pos,apple_tree)
        replacements = --[[<optional list of item pairs,
                        replace one input item with another item on crafting>]]
     
    -

    }

    - -

    Recipe for register_craft (tool repair)

    - +

    Recipe for register_craft (tool repair)

    {
         type = "toolrepair",
         additional_wear = -0.02,
     }
     
    - -

    Recipe for register_craft (cooking)

    - +

    Recipe for register_craft (cooking)

    {
         type = "cooking",
         output = "default:glass",
    @@ -3905,18 +3558,14 @@ minetest.spawn_tree(pos,apple_tree)
         cooktime = 3,
     }
     
    - -

    Recipe for register_craft (furnace fuel)

    - +

    Recipe for register_craft (furnace fuel)

    {
         type = "fuel",
         recipe = "default:leaves",
         burntime = 1,
     }
     
    - -

    Ore definition (register_ore)

    - +

    Ore definition (register_ore)

    {
         ore_type = "scatter", -- See "Ore types"
         ore = "default:stone_with_coal",
    @@ -3941,9 +3590,7 @@ minetest.spawn_tree(pos,apple_tree)
     --  ^ Needed for sheet ore_type.  Omit from scatter ore_type for a uniform ore distribution
     }
     
    - -

    Decoration definition (register_decoration)

    - +

    Decoration definition (register_decoration)

    {
         deco_type = "simple", -- See "Decoration types"
         place_on = "default:dirt_with_grass",
    @@ -4004,9 +3651,7 @@ minetest.spawn_tree(pos,apple_tree)
     --  ^ Rotation can be "0", "90", "180", "270", or "random".
     }
     
    - -

    Chat command definition (register_chatcommand)

    - +

    Chat command definition (register_chatcommand)

    {
         params = "<name> <privilege>", -- Short parameter description
         description = "Remove privilege from player", -- Full description
    @@ -4015,9 +3660,7 @@ minetest.spawn_tree(pos,apple_tree)
                                       -- Returns boolean success and text output.
     }
     
    - -

    Detached inventory callbacks

    - +

    Detached inventory callbacks

    {
         allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
     --  ^ Called when a player wants to move items inside the inventory
    @@ -4040,9 +3683,7 @@ minetest.spawn_tree(pos,apple_tree)
     --  ^ No return value
     }
     
    - -

    HUD Definition (hud_add, hud_get)

    - +

    HUD Definition (hud_add, hud_get)

    {
         hud_elem_type = "image", -- see HUD element types
     --  ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
    @@ -4064,9 +3705,7 @@ minetest.spawn_tree(pos,apple_tree)
     --  ^ Size of element in pixels
     }
     
    - -

    Particle definition (add_particle)

    - +

    Particle definition (add_particle)

    {
         pos = {x=0, y=0, z=0},
         velocity = {x=0, y=0, z=0},
    @@ -4085,9 +3724,7 @@ minetest.spawn_tree(pos,apple_tree)
     --  ^ optional, if specified spawns particle only on the player's client
     }
     
    - -

    ParticleSpawner definition (add_particlespawner)

    - +

    ParticleSpawner definition (add_particlespawner)

    {
         amount = 1,
         time = 1,